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Everything posted by Endprodukt

  1. Could you send me a picture if you don't mind?
  2. So, since some people had the time to test what we have, are there any MAJOR bugs that I should get to work on? I don't play much myself lately, so this would be super helpful!
  3. Everything you say is true, I could set more keyframes of a more generic one, yes. Haven't had any CPU problems on the real machine yet. But I converted some of the LCM scenes (not all) back. They simply worked better in the traditional way. While it is true that the delay function shouldn't be necessary...it just doesn't work as good in real life. Having the traditional single frame with a delay of 1500 seems to work cleaner as of now. Thanks for your efforts.
  4. Thanks for the nice words. This was something I tried to make clear: LCM has indeed a lot of potential. Thank you for the kind words.
  5. I don't see how and where I was offended, but that's okay. Just wanted to make sure that people understand that there is a place for LCM outside of video modes.
  6. Instead of overthinking, why not try it instead for yourself? It's a tool That solves some problems but also introduces others. It's not like you can't use lcm's for everyday purposes and they will make the project so much cleaner. Just need to be aware of it's limitations depending on the scene. I'm also still learning... So take my word with a grain of salt
  7. As I already said: I was wrong to some degree. There is advantages but mostly disadvantages to LCM. You might end up setting just as many keyframes as with singleframes depending on the scene. Pictures show the same scene but with two different Masks (0 and 1) used for different states of the scene. The whole scene contains 23 frames triggered by one keyframe. The scene is highly dynamic as the boulder value changes and the amount of shots for boulder bash. Could I have done it with even just one mask inside the LCM? No, because there is frames with no fonts at all, just animation, then first the boulder value which is increased by hits on the bumpers and then the amount of remaining shots for boulder bash, which actually will show up once the bumpers haven't been activated for a specific amount of time. So: 1 keyframe to trigger the LCM lcm contains 28 frames triggering the 28 frames uses only 2 masks out of ten available for LCM scenes. SO why do I say that LCM's are not advisable? For one, they need a keyframe to be triggered, that's not a problem but if you need to trigger a specific frame, you will have to set another keyframe for that aswell. In the case of man over board, that's a huge problem. The scene contains 94 frames. Now if the scene is interrupted by another, the next frame from the man over board scene will most likeley not be the starting keyframe for the LCM, resulting in a non colored scene. Checking that via live preview only ever works by first triggering the starting keyframe for the LCM. Without going to that one first, you'll end up with no colors. Also, the delay for LCM scenes is not adjustable. Although LCM is supposed to basically "overwrite" transitionframes (usually 24ms), it doesn't seem to work for me very well. Using single frames and setting the delay to 1500 has been solving many issues for me, although of course not all of them. If there is any other questions
  8. Nope. I really don't know what I could show and I'm getting more and more to the point of not advising to use layered color mask. I like that it will keep your project very clean and for video modes it's absolutely necessary. Besides that it gave me more trouble in the end.
  9. People said it's crashing. That's why I'm asking.
  10. Thank you Not for me. For the VP people. Can anyone confirm now it's working with this dll?
  11. Can someone give me a link to the necessary dll to make this work?
  12. Let me see what I can figure out that would be interesting to show.
  13. I use it as a different approach to coloring dynamic scenes with animation. Instead of having a color mask scene for each frame and using a keyframe for each scene, I can use the color mask layered and put all the frames in one scene and use 10 different masks for each layered mask, while the layered scene is just triggered by one keyframe. Lucky 1 said: the less masks you use for keyframes, the faster it can work. This is a way of achiving that. Also it wasn't my idea. Lucky 1 came up with this.
  14. There is not much left without the layered masks. I sincerely don't see how others worked without it. My project would explode with unnecessary amounts of masks, scenes and keyframes.
  15. We are talking about hundreds of frames. The layered color masks are not only interesting for video modes. They are interesting for vastly dynamic scenes that occur in many different states of the game. It prevents the project from becoming completely unsorted. They allow you to save on masks vastly, making detection faster. Maybe my coloring method is just the work of an amateur. So, I think some people get me wrong: If I say I don't care about VP that doesn't mean I don't appreciate it. It's just that the only way for me to make/test this was on a real machine because that was my goal. I thought this would work out of the box because I didn't know there is compatibility problems atm with layered masks. Converting this would be a crazy amount of work. Also to make video modes work in the future, this would have to be implemented in the DLL you guys are talking about. I'm honestly super sorry this doesn't seem to work straight out of the box for virtual pinball. I sincerely hope that Lucky1 can work something out for you guys. Seriously.
  16. Okay so this doesn't work with virtual pinball or what? I have no idea how that works so someone with more knowlede about that has to chime in. I'm very sorry to all but I really couldn't care less about virtual pinball. I made this for real pinball machines - if it works on VP thats nice for those who care. So if anyone tells me what I can do to make that work I'll gladly help. I can not be the first one to make advantage of layered color masks?
  17. I have no idea what that means and someone in the download already has problems, but I didn't even test with virtual pinball because I only use the real machine. I will put your note into the download information!
  18. V1.0 for VP has been released in the download section!
  19. Yes we found a quite okay compromise. Might update to something crazier in the future. It still gives problem though if you are playing multiplayer and have a fault in the machine (Free.)
  20. First release soon. I like it very much already, but it's open for tweaks and fixes.
  21. Everyone who is interested: By colourisation is optimized for the lh-6 home rom and I advise you to use it. I will not color any coin options either.
  22. The zero changes for all players depending on the score. Also, the score of the current player has a blinking/fading animation. So yeah.... I had the same idea about triggering the zero but it didn't work. You have my Dropbox link. Scene is called score multiplayer and goes into the million points for multiplayer for now. All possible digits for single player are there, needs 5 masks already if you use the zero. Still doesn't work because of the animation for the score.
  23. Okay so I'm in a world of pain. Has anyone done multicolor Scores for a Williams machine that also applies correctly to multiplayer? Singleplayer is not a biggie, you just use the "Ball" for the keyframe and voila - but of course the fade doesn't apply nicely to multiplayer games. Anyone did that? Trying to figure out good masks for a ColoMask Layered but I think I would need more than ten. Any ideas?
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